The Necker Cube and Human Perception

The Necker Cube is an ambiguous line drawing. It can be interpreted two different ways. When a person stares at the picture, it will often seem to flip back and forth between the two valid interpretations. The Necker Cube is an optical illusion first published in 1832 by Swiss crystallographer Louis Albert Necker.

Like the paradox of the “half-empty/half-full glass of water” the Necker Cube shows how human perception is multi-stable. It can change and be changed–it can flip/flop.

This also shows why the cvs2bvs brain software is so powerful in the human perception system because it can change, or flip, perception from one stable state to another stable state–on command!

Click through here to an interesting animated Necker Cube.

Half-full or half-empty?

Is the glass half-full or half-empty?

The problem with this question is in the construction of the question. The question is set-up as two-box thinking rather than three-box, six-box or even ten-box thinking.

Right or wrong? Black or white? Yes or no? All examples of black hat, judgmental two-box thinking.

If you accepted the way the question has been put to you (and you don’t ever have to) and if you answered ‘half-empty’ you would be RIGHT but maybe not as effective as you could be.

Using cvs2bvs you can escape from two-box thinking—change your perception from cvs to bvs—and always choose a better outcome.

— Click through here to see also The Necker Cube illusion —

Yes, of course you’ve heard this before many times but it still applies to every single situation–many hundreds of them–that come your way every day of your conscious life.

Knowing this is not as important as actually doing it.

So, the important questions are:
How often each day can YOU use cvs2bvs?
How many times will you escape from YOUR
cvs today?
How can YOU use this today?

What is the #1 Law of Success?

WHAT IS SUCCESS?

There are two basic meanings of success:
1. You-Lose, and
2. I-Win.

You-Lose is the kind of success a boxer enjoys in an Olympic Champion title fight. For him to win the title – be Olympic Champion of the World – and collect the Gold Medal he has to see that the other fighter fails to win. This kind of situation is called, by games theorists, a ‘zero sum’ game and is where success for one player means failure for the other.

Backgammon is also a zero sum game as are Olympic sports and professional sporting competitions like cricket, football, basketball and baseball.

I-Win is more like what happens in life itself. At home (whether in a relationship between lovers or families), or at school, or at work, I can be successful by playing I-Win without anyone having to lose or fail.

– I-Win can happen without my mate having to fail.
– I-Win can happen without my customer having to lose.
– I-Win can happen without my neighbour having to suffer.

That is because in the ‘game of life’ there is always a third party which we will call The Banker.

When there is a banker who always pays out and collects after each encounter, two players can co-operate and laugh all the way to the bank. Mountain-climbing is a non-zero-sum game where I-Win can happen without my partner having to fail, or fall.

Blackjack at the casino is a non-zero-sum game and a novice player can always be spotted because they do not yet understand the difference between playing You-Lose and I-Win with their fellow players, against The Banker.

In a non-zero-sum game there are only consequences.

The Banker always pays and always collects according to how you play the game or, more precisely, according to which strategy you choose.

There are many strategies in the game of life and some succeed more than others but there is only ONE dominant strategy which ALWAYS succeeds in beating any other strategy.

It is The #1 Law of Success and the one we’ll explore in this masterclass.

THE GAME

Here we explore a new zero sum game to mimic life and called The Game. Those who become skilled in this simplest of all games will become skilled in the #1 Law of Success which is more successful in life than any other strategy. In The Game the Banker makes the following payoffs:

NICE/NASTY: Banker Pays WINNER 1 million points.
NASTY/NICE: Banker Fines SUCKER 200,000 points.
NICE/NICE: Banker Pays Both 600,000 points as REWARD
NASTY/NASTY: Banker Fines Both 20,000 points as PUNISHMENT

OK. What’s the science behind all of this? The Game has its biological origins in what scientists now call Game Theory.

We see how succeeding in life–survival & making a living–is largely a strategic matter.

Success in life consists of how well we manage the unfolding series of encounters with others. In each encounter we can cooperate and be NICE or we can defect and be NASTY. We see examples of those who always play NASTY, others who always use NICE and still others whose strategy is a mix of NICE and NASTY.

We are introduced to the Rules of The Game and also to the risks and rewards of life which are represented by REWARDS and PUNISHMENTS: a series of points paid out or deducted as fines which the Banker always pays out after each encounter or round of the game. We are now ready to play and try out different strategies. With instant feedback from the Banker we soon see that there are always four inevitable outcomes which, in Game Theory, are called: The Winner, The Sucker, The Punishment and The Reward.

THE WINNER
TACTIC – AVOID THE TEMPTATION TO WIN
The Temptation to Win is one with which we are all familiar. Exemplified so well by Gordon Gecko in the movie Wall Street, this tactic is all about Victory. It’s the I-Win-You-Lose philosophy where for you to win the other loses; you beat the opponent, you conquer the adversary. “Greed is Good” is the motto of this strategy and in the Game it is the strategy where the other played NICE and you played NASTY.

He becomes the Sucker and you become the Winner. Your Temptation to Win has paid off and you collect the Banker’s highest payment, 1 million points. The Skase’s and Bond’s of the eighties were high profile players of the Temptation to Win strategy and the Adlers, Vizards, Pratts and Rineharts may be more recent examples.

The chance of having the biggest possible payout attracts many people to this NICE/NASTY strategy called the Temptation to Win. It seems, intuitively, to be the best strategy and in Game Theory it’s called ALL NASTY or always play NASTY. If life consisted of only one round or one encounter, it would be the one to always use. But life is unfolding. There are many encounters and repeated rounds in the game of life. We see that this iteration of the game, its repetition, soon shows Temptation to be a flawed strategy with only short term gains and much greater long term losses.

WHY WINNERS ALWAYS END UP SUCKERS
All Winners eventually become Suckers and Suckers always suck. The reason for this is because ‘what goes around comes around’ and ‘those who live by the sword die by the sword’. If you are NASTY to me in this round, then you can be sure that I will be NASTY to you in the next round. This is how the Temptation strategy, which seemed so attractive in Round I, always becomes a problem to the Winner in later rounds when revenge is sweet and the other side gets their ‘payback time’.

In Game Theory, the sure knowledge that there will always be ‘payback time’ in future rounds of the game is called The Shadow of the Future.

This Future Shadow is the key to the game. Only those who understand this inevitable cybernetic feedback feature of the game can have access to the most successful strategy of all which we call the #1 Law of Success.

The problem with the Temptation strategy is that its short term upside is soon diminished by the long term downside. This is why obsessed Winners eventually become losers.

THE SUCKER – WHY SUCKERS ALWAYS SUCK
The Sucker is the biggest loser of all in the Game. You become a Sucker when you play NICE and the other plays NASTY. You get ‘caught with your pants down’ and you’re ‘a sitting duck’. The Banker saves his biggest fine for the Sucker, a hefty 200,000 and it’s called the Sucker’s Payoff.

Yet, there are those who actually play a strategy called ALL NICE or ‘Always play NICE’. These Suckers always suck. They actually reward Temptation. They make it intelligent behaviour for the other to always play NASTY and collect their 1 million prize. In Darwinian evolution, Suckers are altruistic and help other members of the species to pass on their genes to the next generation always at their own expense. In biology, Suckers always suck, they die a Darwinian death.

THE BLIND SUCKER
In a sense, all Suckers are blind. That is, they are blind to consequences. They cannot see the Shadow of the Future. They fail to understand the impact of payback time. The greedy Sucker who gives her savings to the Get-Rich-Quick-Merchant is blind to the consequences. The Bloody Idiot (portrayed so effectively in TAC ads) who drinks then drives is a blind Sucker. The smoker who heeds the Marlboro man but not the Cancer Society is a blind Sucker. Blind Suckers who stay blind always end up losers.

THE RIGHTEOUS SUCKER
This is a fatal disease. Most Righteous Suckers die. They may die in battle or are put to death at the whim of their victorious Winners. They are conquered and crushed by their opponent. Many Righteous Suckers are suffering from PTV, the Plato Truth Virus. I have written in depth about PTV in Software for Your Brain.

PTV causes the host brain to believe that they are ‘uniquely right’, that they have a certain and absolute ‘truth’. Righteous Suckers have usually contracted PTV through any religious or political movement which claims to be the ‘True Religion’ or the ‘Right Majority’. They also are blind to the Shadow of the Future. Some become martyrs, others become dictators. All end up dead. Suckers always suck.

THE SAD SUCKER
We have all been Sad Suckers and hopefully we learn from the experience. The Sad Sucker played NICE and was tricked. The Sad Sucker played NICE on the understanding that the other was going to play NICE too. He was wrong. She was sucked in. Each reader will have his or her own bitter memories of childhood abandonment, broken trust, emotional betrayal. The young draftee who returns from Vietnam to find no welcoming parade, no grateful public is a Sad Sucker. The faithful wife who trusts her unfaithful husband is a Sad Sucker.

Children are often Suckers because they are so vulnerable and trusting. Whether they trust the pedophile who offers “to take them to mummy” yet is their mortal enemy or their older sister who always takes the bigger slice of cake, children are often suckers.

The important point about the Sad Sucker is to learn from the experience. Children grow up and become players in the Game of Life. They can then choose whatever strategy they wish. They don’t have to remain Sad Suckers and fortunately, most don’t.

THE PUNISHMENT – ALWAYS PUNISH WINNERS
The Game always punishes winners. Whatever the outcome of today’s round there will always be future rounds to play and that’s where the Winners get punished. Because the game of life is unfolding it is a cybernetic or feedback loop.

There are many rounds of the game and each player has multiple encounters. There’s always a payback whether you call it karma or feedback or revenge or reprisal or reciprocation or retaliation. This brings us to the best strategy of all:

tit4tat

HOW TO PUNISH WINNERS
Tit-for-tat means payback. The Dutch call it ‘dit vor dat’ and the French ‘tant pout tant’. Caesar called it ‘quid pro quo’. To Shylock it was a ‘pound of flesh’ and the Hebrews called it ‘an eye for an eye’. In the Game it is NASTY/NASTY. If you play NASTY then I’ll play NASTY, too. The Banker calls this The Punishment and both players are fined an inconvenient 20,000. But, wait a moment, how can this be the #1 Law of Success? Surely not! It seems very wrong and counter-intuitive.

In both the Game and in real life this is the best strategy of all yet it is one which has a very poor reputation because it is so widely misunderstood. tit4tat is usually considered childish at best and uncharitable, even heartless, at worst. Yet it is the fairest strategy of all and, as it turns out, the most successful strategy in life and, therefore, the only one which qualifies as the #1 Law of Success.

In Game Theory, t4t or the tit4tat strategy is also called the NICE Strategy and has two basic rules:
1 Always play NICE first, then
2 Always match the other’s play thereafter.

In other words, you start by playing NICE then whatever move the other plays, you match it. If he plays NASTY then so do you. If she plays NICE, you play NICE. You never cheat and you never waver.

There are several outcomes for those who use this strategy. Obviously, you always punish Winners. Whenever a Winner plays NASTY you ALWAYS play NASTY, you ALWAYS punish NASTY with matching NASTY. That’s what is meant by ‘an eye for a eye’ but there’s more to Tit-for-Tat than just returning NASTY with NASTY. Tit-for-Tat also means you ALWAYS return NICE with NICE!

This always leads to NICE/NICE. The Winner soon realises that to play NASTY will immediately produce the same retaliation so that he is virtually playing NASTY on himself. To win the 1 million, he has to achieve NASTY/NICE and he now understands that, in Tit-for-Tat, he never can. In Tit-for-Tat there are only two possible outcomes, NASTY/NASTY, the Punishment which will cost him 20,000 every time. Or, NICE/NICE.

This paradox is the nut of the masterclass and takes a little getting used to. The members must fully come to grips with this insight: that tit4tat or an eye for an eye always ends up leading to NICE/NICE.

It is hard for the Western mind to grasp simply because we have been taught that ‘turn the other cheek’ is the better strategy. It isn’t. Turn the other cheek always leads to NICE/NASTY because if one is always going to be NICE then the other is rewarded more for being NASTY than for being NICE.

THE REWARD – ALWAYS REWARD NICE GUYS
NICE/NICE is called The Reward in Game theory. NICE/NICE is when both players play NICE and the Banker pays out his second highest payment of 600,000 to each player. It’s not a million but it’s a very nice reward. Only tit4tat/t4t can produce this outcome. If the players are intelligent and are not Suckers who are blind to the Shadow of the Future then there is nothing to stop them playing NICE/NICE in every round of the game and picking up their Reward of 600,000 points every time. This is the I-Win-You-Win philosophy and ALWAYS scores the highest points. t4t is the ultimate strategy and those that ALWAYS play t4t, or NICE/NICE, will ALWAYS be successful in life. Win/Win is the #1 Law of Success.

HOW TO REWARD NICE GUYS
Tit-for-Tat is how you reward a nice guy. When he or she plays NICE you always play NICE. You NEVER play NASTY. You NEVER yield to the Temptation to Win the million. You build trust and you ALWAYS both succeed.

In selling, the traditional American model, which I have called oldsell is the Temptation strategy. Close the sale and win! Contrast this with the newsell model which is based on the relationship of trust built up by the NICE/NICE strategy. The Chinese use this model (Confucian) and have been much more successful at selling for a much longer period of time than Americans.

CONCLUSION: t4t IS THE #1 LAW OF SUCCESS

This masterclass offers participants a unique strategy called t4t. t4t is the #1 Law of Success. t4t is a counter-intuitive but very powerful strategy to help you to succeed in the unfolding Game of Life. Whenever you decide to use the tit4tat strategy you:

– Always REWARD NICE tit4tat – (NICE/NICE)

– Always PUNISH NASTY tit4tat – (NASTY/NASTY)

– Always avoid the TEMPTATION to WIN – (NICE/NASTY)

– Always avoid the SUCKER’S PAYOFF- (NASTY/NICE).


 

(These notes are from The Advanced Strategy Masterclass with Dr Michael Hewitt-Gleeson © 2012).

What is a thinker?

A thinker is a sovereign individual who consciously values the natural rights of thinkers.

The School of Thinking supports the natural rights of thinkers. Here are ten thinkers rights which are supported by the School of Thinking.

A Universal Declaration of Thinkers Rights

1. As thinkers, we have the right to use thinking in a quiet and confident manner.

2. As thinkers, we have the right to have pride in our thinking skill.

3. As thinkers, we have the right to use that skill and to consider a “thinking reaction” rather than a reaction based on emotion or experience alone. The thinking might make use of experience and emotion, but these would be part of the thinking instead of controlling it.

4. A thinker has the right to escape from current views of situations and to search for much better views of situations.

5. A thinker has the universal right to be wrong.

6. A thinker does not have to defend a point of view at all costs. There is the right to see other points of view and the right to design a much better decision.

7. A thinker has the right to acquire wisdom or to seek it out wherever it may be found. Wisdom is quite distinct from the sort of cleverness that is taught in school. Cleverness may be useful for dealing with set puzzles or defending local truths but wisdom is required for designing a safer future.

8. A thinker has the right to get on with his or her own work and to get along with other thinkers and if things go wrong a thinker has the right to think things through and to fix them without creating a fuss.

9. A thinker has the right to spell out the factors involved in a situation and also the reasons behind a decision.

10. Above all, a thinker has the right to be asked to think about something, to focus thinking in a deliberate manner upon any subject. Thinking can be used as a tool by the thinker at will. The use of this tool can be enjoyable whatever the outcome. This applied thinking is practical—the sort of thinking that is required to get things done.

– This draft is adapted from the Learn-To-Think Coursebook and Instructors Manual © 1982 Edward de Bono and Michael Hewitt-Gleeson, Capra New USA.

Are you prone to mind control?

Are you easily influenced by what others do and say?

If so, you’re just the type of person that hypnotists, magicians and mind-readers seek out as you’re more likely to fall for their mind tricks.

http://c.brightcove.com/services/viewer/federated_f9?isVid=1

In this video, psychologist Richard Wiseman gives you the chance to find out how suggestible you are. Give it a go – even the most hardened skeptics might be surprised by the results.

The test can also reveal something about your character. “Non-suggestible types tend to be more down-to-earth, logical and enjoy puzzles and games. In contrast, suggestible types tend to have a good imagination, be sensitive, intuitive and find it easier to become absorbed in books and films,” says Wiseman.

To accompany his new book Paranormality, Wiseman has released a free set of psychological demonstrations where you can learn to perform mind tricks on others.

— Read original article …

A trillion times more capable!

New Scientist Life, Apr. 26, 2010

The brain’s power will turn out to derive from data processing within the neuron rather than activity between neuron, suggests University of Cambridge research biologist Brian J. Ford.

“Each individual neuron is itself a computer, and the brain a vast community of microscopic computers… the human brain may be a trillion times more capable than we imagine,” he adds.

–Click to read the original article …